RimWorld

RimWorld

Gone Joyful Traits
 This topic has been pinned, so it's probably important
GwenBlanketSpecter  [developer] 26 Sep, 2019 @ 8:28am
Bug Reports and Feedback
IMPORTANT
  1. All mods will cap out at 15-20 traits
  2. if you want a patch with a mod that adds new thoughts let me know.
  3. if you want a translation patch you are free to do it yourself or find a translator as I only speak english
  4. Traits that are more detrimental than the worst vanilla will have upsides buffed
  5. Traits that are more good than the best vanilla trait will have their downsides buffed
  6. traits that aren't fitting theme theme very well are open to theme edit suggestions before balance
  7. At its core, i feel rimworld is about hard but interesting decisions and drama so i want traits to feel that way.
  8. [h1] use this command with the trait name you are talking about to avoid confusion. [/h1]
VANILLA
I am trying to balance things with vanilla to what little I can with this mod while still having them be interesting.
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Showing 1-15 of 20 comments
butanefireflies 28 Sep, 2019 @ 9:41am 
The "Dreamer" trait seems to throw constant red warnings:

System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I had a group of 12 traders arrive just after I installed this mod, the co-op traits mod, and the patch loaded before those two. I have had your other gone mental trait mod for a while too; it is now also after the patch in mod order. I dev-deleted a few of those 12 pawns with traits from the 2 newest trait mods and the error stopped after deleting the pawn with the Dreamer trait.

Also, not a bug but a balance / personal preference thing - I have a mod increasing the number of max pawn traits to 5, and 11 of those 12 traders had at least one trait from your 3 mods... about half had 2 traits from your mods. I've noticed gone mental traits showing up a lot too, previously. The commonality seems a bit high to me? I have 3, I think, other mods that add lots of traits, and they don't seem to show up nearly as often. Maybe those trait mods have a lower chance to appear, or your traits are set with a high chance to appear? Maybe I'm just noticing yours more because they're new? Well, in any case, I feel the balance might need to be adjusted change the commonality of (some of?) your traits, but that's just my opinion.

Thanks!
YourBestBudJosh 28 Sep, 2019 @ 10:52am 
Having a bug. > I followed your load order to a T. Definitions, ED, Psychology (Only mod that would effect) Joyful, Cooperative, Mental traits, moloy traits. I then get MANY red errors, all the same
XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.
GwenBlanketSpecter  [developer] 29 Sep, 2019 @ 5:48am 
hmmm I"ll see what I can do on those fronts. not sure whats causing the issues. will take a look at it this week. having a flare up so working a bit slower than i'd like. i set my traits to spawn at the normal rate. what rate do you suggest? also i haven't updated my gone mental traits to use my new mod patch so it will create errors with this mod. will try to get that asap
Last edited by GwenBlanketSpecter; 29 Sep, 2019 @ 5:49am
GwenBlanketSpecter  [developer] 29 Sep, 2019 @ 7:20am 
alright posted an update that should fix some of those problems. still not sure what frequency my traits should get. should it be 0.75, 0.5, or 0.25?
butanefireflies 29 Sep, 2019 @ 11:32am 
Thanks for the update!

I think ideally some traits should have different commonalities but that's obviously a lot more effort and even more subjective. Did you already change the commonality in the patch? I've only had one group of traders, of 9 people, since the update, so small sample size, and only 3 of them have your traits, and 1/3 feels a lot better than before. I'm guessing 0.75 is probably a good baseline? I can't really offer any good advice yet on which traits might be good for different commonalities, I just don't have enough experience with the traits yet.

I really love the idea, though, of having traits like this effect other colonists, and giving additional variable mood and health bonuses and maluses, it's so cool! A bit confusing sometimes with the complicated traits, but still fun! Or not fun - I had an almost terrible experience with a guest (Hospitality mod) with the "Gibbering" trait, haha - that might be a good candidate for lower commonality come to think of it :steamhappy: if you to decide to do that.

bug - mod conflict? - Foodie
I haven't had any errors, I don't think, with the Gone Mental traits re: the patch, and I've seen a few pawns with those... however, I did run into another bug with the Foodie trait from Gone Joyful, with constant red errors while the pawn was eating (no errors after he stopped eating):

System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

However, it might be a mod conflict? - the pawn had the "Glutton" trait from <KV> - Consolidated Traits that ADDED +25% eating speed. If this is the case, I imagine it might be difficult to... something like have the patch dynamically check for conflicting modifiers, and I won't ask for a compatibility patch, because that would quickly become much work and isn't really your responsibility. It's mostly for your benefit that I'm reporting the bug, whether it's fixable or in your purview is up to you. Just trying to be helpful - I even used the right formatting this time, I think! :steamhappy:

(edit: formatting... haha)
Last edited by butanefireflies; 29 Sep, 2019 @ 11:34am
GwenBlanketSpecter  [developer] 29 Sep, 2019 @ 11:41am 
that bit of text you posted never tells me the issue. its enough to just describe the bug and when it happens. i'll figure it out tomorrow. I didn't chance the commonality but I"ll reduce them all to a third. I mostly use my gibbering pawn to annoy raiders. The problem with commonality is that the more trait mods you have the less common they are by default. if i reduce commonality too much they get buried by those mods. i'll set them to 75% and see if that fixes it with the next update
butanefireflies 29 Sep, 2019 @ 1:17pm 
Hey that's actually really clever for gibbering! I'd love to see raiders mental breaking! I guess just unintended synergy with Hospitality Mod's guests... easy enough to send them away though. Look at the bug whenever, it's relatively benign and probably a mod conflict anyway. I generally agree with your sentiment on commonality too, and 0.75 might indeed be too low for people with fewer trait slots or whatever. I have another trait mod that has a small selection of its traits as a little, and then a lot rarer, and it's really exciting when I see those rare traits - but your mods doesn't necessarily need that. I took some notes after going over all your traits, you want me to post my thoughts in probably a huge wall of text somewhere? Does Discord have long-form posting?
GwenBlanketSpecter  [developer] 29 Sep, 2019 @ 2:08pm 
go ahead. i love indepth feedback. i thrive on it. especially balance. you can post it here or in my discord. your choice.
Last edited by GwenBlanketSpecter; 29 Sep, 2019 @ 2:08pm
butanefireflies 1 Oct, 2019 @ 8:35am 
So I tried to write my notes out... wall of text. I have a huge mod list including the More Trait Slots mod with 5 slots set, so that'll set how I feel about a lot of stuff. Some people play Rim World really for the drama, and love bad things, so bad things can be good. I'm not so much one of those, and prefer well-functioning rich colonies. Many of my comments are also based on my idea of having different traits with different commonalities, but that's not necessary. Some of these things can be also be fixed by changing the balance of the traits, or, really, they don't need to be changed at all, and you can read it as just some random internet dude's thoughts... thoughts based mostly on just reading the traits, and not having much in-game experience with them yet.


The Gone Mental traits that change mental breaks are pretty game changing and my sense is that they should be less common. There's a mix of traits that limit breaks to a single type, which can be good or bad, and then traits that are more like gourmand or chemical x, that offer an additional type of chance for mental break, right? - those types of traits always seem to be something to avoid, so I'd like to see them less often... but that's influenced by my playstyle.

Morbid is pretty good/strong, Restless and Shut-in aren't much worse, and Benevolent is yet more only a little worse, or situationally a lot worse. Frangofilia is pretty scary, Spiteful is pretty awful, and I'd probably never take a Misotherist - those three feel like the best candidates for lower commonality, but they're more reasonably balanced if the player is looking for drama.

Cooperative traits are pretty well balanced. Creative Planner, Melee Commander, and Play leader are all really strong, and even though they have good balances against them I might pick those as low commonality, maybe along with gibbering, which is punishing, but your comment raiders having it makes me see it in a better light.

Guardian, Task Master, Caregiver, and maybe Teacher are a little less powerful, but still pretty good and without huge counters, so they feel fair being a bit less common as well, along with Spastic Fool, especially because its aura sounds a lot worse for your pawns that it would be for enemies... but I guess if a raider has it, rather than one of your panws, it makes it a lot more interesting and maybe the commonality could still be higher. I'm not used to considering what traits an enemy has unless they're tough or a wimp (or mod traits like magic users,) and that your mod makes me think more about that is really cool. I'd single out Research Assistant as maybe the least interesting trait, as I can only imagine it being useful in something like a naked brutality start when you have 2 pawns but still only 1 room they spend all their time in... but it's pretty good for that. Sterilizer is also... hmm. Unless it's on your doctor, there's no real downside. The special is useful for any pawn, and the activated effect is really strong (but not really stronger than the several mods I use that add medic stuff) so, I dunno, just also stuck out to me.


Joys seem the most balanced, maybe? I don't immediately see much here that should be more or less common. It's especially hard to judge these as written because, in practice, I have almost no idea which joys my pawns perform how often. While you can't control this in your mod, I have some concern that it won't play nice with mods that add extra joy sources - like Couch Potato becomes stronger because the pawn won't be limited in unique joy sources (but it's not very strong anyway) and Battle Thrill becomes less appealing because the pawn can only EatChocolate and misses out on added food joy sources, if I'm reading that right. Homebody and Explorer are interesting and pretty strong so maybe lower chance there; Explorer seems worse just because wander at map edge can be dangerous, but it's also a really clever idea. Socialite is pretty strong, as is Aquaphile's and Snow Bunny's accuracy buff.

So, that's a whole damn bunch of text, hopefully you find at least some of it marginally useful!
GwenBlanketSpecter  [developer] 1 Oct, 2019 @ 2:46pm 
spastic fool l can put on tank to cc a group of enemies while everyone else uses ranged. gibbering can cause enemy raiders to mental break even if its on one of your pawns. but i'll see what i can do to fix things based on your feedback. no one else has given much. i'm planning on overhauling gone mental in a second mod using my new c# knowledge. none of my joyo traits account for stuff from other mods currently. so battle thrill woudl eat all the food in otehr mods and paly games from other mods. i would let it eat of course from them. i would need to haev a patch for each mod
Last edited by GwenBlanketSpecter; 1 Oct, 2019 @ 2:51pm
GwenBlanketSpecter  [developer] 1 Oct, 2019 @ 3:05pm 
i also generally prefer things to be either a mixed blessing or take thought as to how to best use them.
butanefireflies 2 Oct, 2019 @ 12:40pm 
That all sounds good. I'm much more keen on playing it very safe, so the Spastic Fool tactic wouldn't be for me - but it's still a good tactic. I definitely wouldn't want you to patch every single mod, that's fine. Your philosophy shows well in the traits themselves, they generally feel well balanced and I'm looking forward to playing with them more.

I've noticed more bugs, and I bet I have my mod order mixed up somehow, I'll have to check. All my pawns engage in all unique joys, as I can tell. Raids tend to absolutely spam me with red messages just saying something odd happened like in the Foodie example. I can't pinpoint anything except maayyybbe the Explorer trait on a raider, my thoughts being raiders don't have a home? But I have a shut-in prisoner and it seems to know it's not at home. Idk. I also noticed one fleeing raid move inexplicably slowly, also popping backwards a cell every few steps. They all had the Damsel in Danger (?) status. That's the only functional issue I've actually noticed with anything in the mod, beyond just a debug error.

One other error I've noticed is with my new Teacher pawn, I get generic errors whenever they're nearby a robot from Misc Robots++ - my guess is the robot isn't coded to have learning speed or something, so it might be more of a problem on their end rather than something you would fix. Doesn't impact gameplay.

Otherwise things are looking good :) I've even got several prisoners with these new traits. and they all seem to playing nicely without errors.
GwenBlanketSpecter  [developer] 2 Oct, 2019 @ 4:30pm 
I did a test for raiders that should have negated that kind of error. I'll try to tighten the code if I can figure out how. i'm not very good at working with the rimworld code via c# yet. i'll take a few look at all of that as soon as i have another good day.
Last edited by GwenBlanketSpecter; 2 Oct, 2019 @ 4:32pm
GwenBlanketSpecter  [developer] 6 Oct, 2019 @ 2:34am 
//ALLIED COLONISTS RANGE 25 damsel if (possibleFacPawn.Position.DistanceTo(pawn.Position) < 26 && !pawn.InMentalState && !possibleFacPawn.InMentalState && possibleFacPawn.Awake() && pawn.Faction == possibleFacPawn.Faction) { //DAMSEL if (GBKT_TraitDef == GBKT_DefinitionTypes.GBKT_DefinitionTypes_Traits.GBKT_Damsel && pawn.Downed)
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselInTrouble, GBKT_BodyPartDef);
}
if (GBKT_TraitDef == GBKT_DefinitionTypes.GBKT_DefinitionTypes_Traits.GBKT_Damsel)
{
string PawnsCurrentJob = "Null";
if (possibleFacPawn.CurJobDef != null)
{
PawnsCurrentJob = possibleFacPawn.CurJobDef.ToString();
}
if (PawnsCurrentJob == "TendPatient" && possibleFacPawn.CurJob.targetA == pawn)
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselBeingTended, GBKT_BodyPartDef);
}
}
}
GwenBlanketSpecter  [developer] 6 Oct, 2019 @ 2:35am 
none of that should be causing the error you mentioned. thats the code for damsel. i also would use any solid numbers for traits to make them more rare. just give me a lsit of every trait and a raity of 0.1 to 1 (1 being vanilla)
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